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esearching for my article on "First Person Walkers" I sent a few questions to some of the developers regularly accused of producing "walking simulators", a term mainly used in a derogatory fashion. Tale of Tales, godfathers of artistic indie (not-)games and makers of quite a few games where walking is central to the gameplay, shared their thoughts on the topic.

Do you find the term "walking simulator" used to describe your games derogatory?

Researching for my article on "First Person Walkers" I sent a few questions to some of the developers regularly accused of producing "walking simulators", a term mainly used in a derogatory fashion. Games innovator Dan Pinchbeck of The Chinese Room, maker of Dear Esther, Amnesia: A Machine for Pigs and the coming Everybody's Gone To The Rapture, was once again kind enough to answer my questions.

Do you find the term "walking simulator" used to describe your games derogatory?

Researching for my article on "First Person Walkers" I sent a few questions to some of the developers regularly accused of producing "walking simulators", a term mainly used in a derogatory fashion. Ed Key, developer of the lovely Proteus, had this to tell me on the topic.

Do you find the term "walking simulator" used to describe your game derogatory?

Into This Wylde Abyss is a work in progress described by its creator Richard Whitelock as "a short game about struggling to survive on a freezing island and what happens in your final hours, inspired by the dangerous sublime, Paradise Lost and AdamAtomic’s Capsule". Despite the very sparse information available on the game, I was at once fascinated by its visual style and the use of in-game photography.

I asked its creator Richard Whitelock a few questions on the game, photography and his inspirations.

In our ongoing series WORD/PLAY we look at the fusing of literature and games. The link to the the written word is almost as old as the videogame itself, and recent developments both on the side of literature and the videogame have shown that the relationship between the two media is as vital and strong as ever.

In continuation of my piece on visual innovators in games, I was drawn to the black and white beauty of Monochroma. I asked one of its creators, Burak Tezateser of Turkish developer Nowhere Studios, a few questions about the game.

A short description of Monochroma could be "Limbo meets Ico", but Monochroma's style emphasizes different aspects and uses 3D in a 2D-setting. In your own words: What makes your games' visual style unique?

In continuation of my piece on visual innovators in games, I couldn't help but admire the sheer beauty and originality of the up and coming NaissanceE, due to be released later this week. I asked its creator Mavros Sedeño a few questions about his stylish, nearly monochromatic first-person puzzler.

The following guest article by Lana Polansky - a Montreal-based game critic, crafter, writer and professional scowler -first appeared on her own blog. She was kind enough to allow me to republish this excellent and thoughtful article here as part of VGT's series on in-game photography, Screenshot Deluxe - be sure to check out Eron Rauch's great article on the topic as well as my essay here.